- Duke: fixed: The Recon's roaming sound was poorly checked resulting in garbled output.

It checked for two instances globally, which made the same actor repeat its sound all over again, but if more recons were present some were silent.
Now each one is allowed to play its effect separately.
This commit is contained in:
Christoph Oelckers 2020-10-10 19:17:23 +02:00
parent b06a847d9a
commit 78d5b2aa95

View file

@ -1802,7 +1802,7 @@ void recon(int i, int explosion, int firelaser, int attacksnd, int painsnd, int
else s->z -= 1024;
}
if (roamsnd >= 0 && S_CheckSoundPlaying(roamsnd) < 2)
if (roamsnd >= 0 && S_CheckSoundPlaying(i, roamsnd) < 1)
S_PlayActorSound(roamsnd, i);
ssp(i, CLIPMASK0);